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Regional FlagWho Likes The New Progressive Inferno? (p2..)Source
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Starbird
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#1 - 2012/04/03 12:15:00 AM
Splitting the two threads, this is the second part.

Bashiok dropped rather a large 'SEKRIT" bomb in the Runes thread regarding Inferno now being a progressive difficulty rather than a 'flat' one.

The post:

This is may be a good a time as any to REVEAL TEH SEKRITS! that Inferno monster levels aren't linear any longer. They get progressively more difficult. This was really a reaction to Inferno playtesting. Our original intent was to have a flat difficulty level where you could go wherever you want, farm for items, and it'd be no more or less difficult than any other area in Inferno. This caused a few inherent issues for us, though:

  • It just felt wrong. It didn't feel right to be progressing through the game and have it stay pretty much the same difficulty the whole time. It felt like a letdown to get to the final boss of the game and it be no more difficult than the first.
  • There’s a wide variety of players out there and we wanted to make sure everybody had something to sink their teeth into. We expect that anybody with enough time and dedication will reach level 60. But the jump in difficulty to Inferno needed to be different amounts for different people. For the crazy people they need a HUGE ramp in difficulty, for a more “casual but still hardcore” audience you want an obvious but milder increase in difficulty. So for the crazy people who play non-stop they’ll hit Act I and get a challenge, but 1 month later they’ll still have something to work on (Acts II, III and IV). For the “hardcore-casual” they will reach level 60 later and not get brick walled when they reach Inferno. They can experience some “small victories” working on Act I with the dream of maybe someday reaching the later acts.
  • Longevity. We know people really want goals to work towards and challenges to overcome. We made Act III and Act IV really, really brutally hard, for the most elite players only. It felt wrong to make ALL of Inferno that brutally hard.


Now, you may be saying “I thought you wanted us to be able to farm anywhere we wanted. Now we only have half as much area in the game to farm in? What gives?” Our goal is to make the loot mathematically better in the later acts without making the earlier gear completely obsolete. We feel Diablo II actually did a very good job with this and we expect Diablo III to perform similarly.

Specifically, people in D2 did Diablo runs, Mephisto runs, Pindleskin runs, Pit runs, Baal runs, etc. because the loot in Diablo is extremely random. Even though the theoretical best items might come from the later Acts, well-rolled items from earlier acts will still be better. Internally we find sometimes after an intense session of brutally hard Inferno it can be really fun to cruise through Hell Act III or IV and it’s not too uncommon surprise when an upgrade drops. We expect this to carry through to Inferno difficulty where somebody who can theoretically farm Act IV will likely still enjoy romping through Act I simply because the drop potential is still there. It’s all because of the highly random items having lots of overlap in their power distribution curves.


My initial thoughts are that I love it!

A difficulty curve is always good, and this allows them to make the top of the curve very hard while giving everyone something to work on.

A lot of people seem to be going 'oh no, this is just done to appease the casuals', but I think it goes in the opposite direction. This gives them much more space to work with at the endgame.

I am concerned that we are going to see Act 3 and 4 basically require a premade group though...

What are your thoughts?

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Blue Poster
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#227 - 2012/04/04 07:44:00 AM
I just wrote like three pages of a reply and the forums lost it when I clicked Preview. ... *cry*

Ok what it boiled down to was:

  • Read my previous post. It seems like some people glossed over it.
  • I'm happy most of you are happy about the change, and I know you're going to love the game.
  • Those few of you who don't like it, you'll love the game too because you're wrong. ;)
  • Item pools are not limited by Act, or Boss, or anything like that. While you'll have a better chance to get better items in Act IV Inferno, you could get those same items in Act I, or even Hell.
  • Our item pool philosophy is that you can break an urn and get the best item in the game - it's all a matter of chance. Running more difficult areas and taking on more difficult enemies will not always be the most efficient way to find upgrades.
  • Previously, Inferno difficulty was mlvl 61 across all of Inferno, and now it starts at mlvl 61 and ramps up quickly in Act I and ends somewhere around 65 (?) in Act IV. We've only increased the difficulty.
  • I'm aware of internal bets on how many months it will take someone to beat Inferno.
  • A flat Inferno of mlvl 61 had a small curb of difficulty, and once that was over you had nowhere else to progress and no reason to. That's boredom.
  • Boredom doesn't generally come from content repetition, it comes from lack of ability to progress, or ease of progression.
  • By having a sharp increase in difficulty in Inferno we can encourage progression without having a brick wall of difficulty.


I think that was about it. In any case, as I said, I know the vast majority of you are excited about the game, the change we made, and trying to progress in Inferno. Just don't feel bad when you have to go back to Hell. :)

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Blue Poster
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#480 - 2012/04/04 10:34:00 PM
04/04/2012 02:50 PMPosted by Larse
So, what is the incentive for players to fight their butt off in order to get to later Act in inferno? Just to prove because they can?


Achievements. Banner decoration. Bragging rights. ... Fun?

I mean it's like asking "Why do you play video games?", right? Most of the time the answer is "Because I enjoy it." and that's going to mean something different to everyone. When you hit 60 in Diablo III, you have everything available to you in the game as far as game systems go, you've beaten the game at least three times already on previous difficulties... why are you still playing?

If you want to hit Inferno and then be happy to just try to farm up a perfect gear set in Act I and never progress, and never want to try to test yourself against more difficult content ... well I might ask why you're building a perfect set, but whatever, if you're having fun more power to you.

Someone working hard to progress all the way to Inferno (Nightmare and Hell are no picnics) just to stop at Inferno and be happy with just playing Act I and never attempting to beat the game seems kind of unlikely. If you do that's cool, but it's a hypothetical situation that I think would be pretty rare because it just doesn't mesh with why people are playing, or what they need to do to achieve their goals.